Automatically harvests up to 5t of fuel from space tiles having 151+ field resources as long as there is enough free space in the ship's cargo hold and less than 10t of fuel already in it. Per collected ton of fuel 1 AP is deducted, your APs may turn negative.

This device reduces your ship's movement cost in Nebulas by 1 Action Point. Only one flux capacitor can be installed on a ship.

-

Weak Energy Flux Capacitor [S]

2t

460,000

230,000

This device reduces your ship's movement cost in Energy by 1 Action Point. Only one flux capacitor can be installed on a ship.

-

Strong Gas Flux Capacitor [S]

2t

980,000

490,000

This device reduces your ship's movement cost in Nebulas by 2 Action Points. Only one flux capacitor can be installed on a ship.

-

Strong Energy Flux Capacitor [S]

2t

1,400,000

700,000

This device reduces your ship's movement cost in Energy by 2 Action Points. Only one flux capacitor can be installed on a ship.

-

Small Missile Battery [S]

1t

750,000

375,000

This missile battery increases the missile mounts of your ship by 2 slots. Additionally, the mass of each single installed missile is effectively reduced by 1t (but each missile weighs at least 1t). Only one missile battery can be installed on a ship.

-

Large Missile Battery [S]

3t

3,000,000

1,500,000

This missile battery increases the missile mounts of your ship by 10 slots. Additionally, the mass of each single installed missile is effectively reduced by 2t (but each missile weighs at least 1t). Only one missile battery can be installed on a ship.

-

Misappropriated Missile Battery [S]

3t

1,350,000+ 270 TP

675,000

This missile battery increases the missile mounts of your ship by 6 slots. Additionally, the mass of each single installed missile is effectively reduced by 2t (but each missile weighs at least 1t). Only one missile battery can be installed on a ship.

+

-

Key of Sheppard [S]

1t

7,000,000

3,500,000

This device allows your ship to jump through Sheppard Warp Gates. Only active Union members may utilize Sheppard Warp Gates. [MECH:Universe Structure & Jumps]Destinations within the Pardus Cluster are excluded for pilots who have no Anti-Lucidi Cloaker installed.

-

EPS Contraband Scanner [S]

1t

32,000

16,000

Enables EPS ships to scan the cargo of ships for contraband, in faction territory forwarding the findings to local authorities resulting in faction bounties. May result in a significant improvement of the scanner's competency on bounty collection.

-

EPS Contraband Drone [S]

1t

280,000

140,000

Enables EPS ships to place a scan-drone on a wormhole. For 50% of all ships entering this wormhole (on the respective side) the drone will scan their cargo for contraband, until 10 ships were scanned or until contraband is found; the drone returns to the owner once its job is done. If placed in faction territory, the drone will forward its findings to local authorities resulting in faction bounties. May result in a significant improvement of the placer's competency on bounty collection. If placed outside of faction territory, the drone will induce a subspace anomaly on the wormhole in case contraband was detected, leading to hull damage for the jumping ship. Only one contraband drone can be installed on a ship. If multiple drones reside on the same field, they will work off their scans in order of placement.

-

EPS Core Sensitizer [S]

1t

1,200,000

600,000

Enables EPS ships to sensitize the ship computer's core of a fellow pilot, once every 24 hours. A sensitized core has a significantly higher probability of earlier shutdown the next time it is credit hacked. [MECH:Raiding & Ambush] The higher the hacking skill of the sensitizing pilot, the better the protection. [MECH:Hacking & Firewalls]

Interferes with outgoing signals from attacked buildings and ships to Alliance Command Stations and attempts to nullify any signals. Fails once out of 100 times in building attacks and 25 out of 100 times in attacks against other ships.

or +

Dual-Wave Interferometer [S]

1t

160,000(+ 32 TP if TSS)

80,000

Interferes with outgoing signals from attacked buildings and ships to Alliance Command Stations and attempts to nullify any signals. Fails once out of 500 times in building attacks and 25 out of 500 times in attacks against other ships.

or +

Triple-Wave Interferometer [S]

1t

260,000+ 52 TP

130,000

Interferes with outgoing signals from attacked buildings and ships to Alliance Command Stations and attempts to nullify any signals. Fails once out of 2500 times in building attacks and 25 out of 2500 times in attacks against other ships.

+

Signature Shielding [S]

1t

220,000

110,000

Reduces the chance you are detected at military outposts by 5 percentage points, thus increasing your chance of flying by unnoticed.

Advanced Signature Shielding [S]

2t

500,000

250,000

Reduces the chance you are detected at military outposts by 10 percentage points, thus increasing your chance of flying by unnoticed.

Signature Dissipator [S]

1t

125,000+ 25 TP

62,500

Reduces the chance you are detected at military outposts by 7 percentage points, thus increasing your chance of flying by unnoticed.

+

Complex Signature Dissipator [S]

2t

275,000+ 55 TP

137,500

Reduces the chance you are detected at military outposts by 15 percentage points, thus increasing your chance of flying by unnoticed.

Increases your hacking skill in combat by 10, doubles credit hack booty, and enables Turnover Hacks on faction bases. Only one Hackotron can be installed on a ship. [MECH:Hacking & Firewalls]

+

Hackotron 6000 [S]

1t

2,400,000+ 480 TP

1,200,000

Increases your hacking skill in combat by 20, doubles credit hack booty, and enables Turnover Hacks on faction bases. Only one Hackotron can be installed on a ship. [MECH:Hacking & Firewalls]

+

Bussard Ramscoop 2.0 [S]

2t

0

0

Version 2 of the Bussard Ramscoop allows configuration of its features: amount collected (1-15t), amount in ship (1-30t), minimum field resources (150-500t).

StarbasePopularity:45,000Ship class ≥Cooldown:90 days

-

Enhanced Magnetic Scoop [S]

4t

0

0

This superior version of the magnetic scoop can carry up to 250 tons of commodities with a smaller penalty to movement speed than the original device (still 0.2 APs per ton, but without the initial 10 APs penalty).

Planet M/APopularity:50,000Ship class ≥Cooldown:100 days

-

Quick Freeze Module [S]

1t

0

0

This firewall module is able to speed up your ship computer's shut down time by 25 percent.

Planet IPopularity:48,000Ship class ≥Cooldown:150 days

-

Trader Safety Shield [S]

5t

0

0

Despite its name this equipment is not a shield per se but an addon. As long as your shields stay up this module will guarantee that all credit hacking attempts are blocked.

Planet RPopularity:41,000Ship class ≥Cooldown:180 days

-

Spatial Warp Pod [S]

1t

0

0

This refined version of the original escape pod features a new kind of technology for movement, saving space previously required for its ship drive and bringing you to a safe place almost instantly. Aside from the advantages of the standard escape pod this version also halves your loss of APs, experience and skills on ship destruction.

Planet GPopularity:35,000Ship class ≥Cooldown:200 days

-

Remote Accounting Gateway [S]

1t

0

0

By keeping a persistent connection to your friends from Accounting about 50 percent of any credits hacked can be saved.

Planet DPopularity:33,000Ship class ≥Cooldown:240 days

-

Feral Scales Upgrade [S]

1t

?

?

This upgrade provides your ship with extra protection by reorganizing its armor coating and making it flexible similar to the scales of the Feral Serpent.